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Re: Random Screenshots

Posted: 13 May 2012 14:26
by Jacko
these screenshots were taken from a FIRS game on Bt-pro.nl
these are not my stations but they asked me to post them
[UK]Jacko Transport, 16th Feb 2011.png
(252.06 KiB) Downloaded 3 times
An awesome steel mill
[UK]Jacko Transport, 6th Jul 2011.png
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An incredible supplies station

Re: Random Screenshots

Posted: 26 Jun 2012 10:03
by Torben DH
So im testing a new kind of station (for me anyways)

TODFSS

Terminous Overflow Depot Forced Station

5 coalmines producing ~4200 ton a month services by 34 trains that delivers the coal approx 350 tiles away

Gonna add another 2-4 coalmines and equivalent number of trains and see how it holds up...

Re: Random Screenshots

Posted: 26 Jun 2012 10:25
by Torben DH
A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...

Re: Random Screenshots

Posted: 04 Jul 2012 16:50
by Wishmaster
Torben DH wrote:A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?

Re: Random Screenshots

Posted: 04 Jul 2012 19:26
by Beul
Torben DH wrote:A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:

Re: Random Screenshots

Posted: 05 Jul 2012 15:47
by Wishmaster
Inspired by this thread I downloaded the newest version of OTTD and began to play a new game. 14 years later my railwork network isn't as big as I wished, but still astonishing. I'm only playing public transport, no coals and that stuff.

Re: Random Screenshots

Posted: 05 Jul 2012 21:47
by Torben DH
Beul wrote:
Torben DH wrote:A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:


I setup a test game running coal lines with Lev4 Maglev trains 3 tiles long pulling coal over a distance of 100 tiles. observed the trains for 10 game years! i oberved both stations at each route at all times. also had all 8 depots on each route open so i could see if there was a build up of trains waiting for an empty platform.

My original idea serviced 30 trains! once every third year a train had to wait at he entrance signal and there was at most 4 trains in the depots at any time!

Did a modified version with a presignal bypass staion that serviced 30 trains without a train EVER having to wait at the Entrance signal! not a jam or even the slightest kink at the stations for 10 years 8) at the most there was 3 trains waiting in the escape depots at any time during the 10 year period.

then made a duplicate of your station and added another two platforms and started adding trains. At about 20 trains your design started to make jams at the PBS signals. Stopped at 25 trains as most of the time there was 6-7 trains waiting for a free track and another 3 trains was in the depots waiting for a free line! Thats half of the trais not making money at all time, instead of loading, unloading and traveling...

One of the reasons i thought of this stations was to compensate for production changes by making the escape depots as well as forced servicing, there is nothing worse than a busy pickup station with many trains where an industrys production goes down and the trains start jamming the mainlines... with PBS this function is allmost completely lost...

One thing i could not figure out with the PBS version is that there are never more than 3-4 platforms filled while the oldschool version had 6-7 platforms fille all the time?

Re: Random Screenshots

Posted: 05 Jul 2012 21:52
by Torben DH
The pics say it al

Re: Random Screenshots

Posted: 05 Jul 2012 22:01
by Torben DH
Wishmaster wrote:
Torben DH wrote:A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?
In advanced settings>stations, set station max spread to 64...

Build a station, pres CTRL while building another station up to 64 tiles away and voilĂ  :wink:

Re: Random Screenshots

Posted: 06 Jul 2012 00:57
by Beul
So conclusion: the bypass idea works, the pbs doesn't (at least for this setup. :p) quite interesting!

Re: Random Screenshots

Posted: 07 Jul 2012 13:21
by Wishmaster
Torben DH wrote:
Wishmaster wrote:
Torben DH wrote:A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Hey ya! Good thing you did there with the stations, I really like it! But aren't they too far away from the coal mines? How do they pick up the coal?
In advanced settings>stations, set station max spread to 64...

Build a station, pres CTRL while building another station up to 64 tiles away and voilĂ  :wink:
Thx for that information!

Re: Random Screenshots

Posted: 10 Jul 2012 10:58
by SkiddLow
My Screenshot FVM Date May 20, 2012.
2 Aircrafts

Re: Random Screenshots

Posted: 13 Aug 2012 02:27
by Andrew350
I decided to play an aesthetics based game today while I recovered from a hangover. I've never played the game in this style before, but I thought it was pretty fun :P

So I thought I'd share a screenshot of this submarine maintenance facility, which is pretty much the centerpiece of the game. Enjoy!

Re: Random Screenshots

Posted: 13 Aug 2012 10:39
by Drury
A submarine... maintenance facility. Guess these need to exist too.

Re: Random Screenshots

Posted: 14 Aug 2012 05:18
by ZxBiohazardZx
Torben DH wrote:
Beul wrote:
Torben DH wrote:A year later 9 new coalmines and 26 trains are added...

As u can the first depot now start to hold a few trains but still is running quite good.

A 6 platform pick up station serviced by 60 trains without trains queing is quite good i think...
Nice Idea! I do however have 2 sugestions: first with path signals you don't need all those you have now. One path signal at the entrance (marked blue) wil sufice to serve all depots and the tracks behind them just as efficiently as the setup you have now. Also I added an underpass from the first depot to the second exiting line. This will allow your trains to exit the first depot faster, and thus prevent other trains from 'bypassing' trains piled up in the first one:


I setup a test game running coal lines with Lev4 Maglev trains 3 tiles long pulling coal over a distance of 100 tiles. observed the trains for 10 game years! i oberved both stations at each route at all times. also had all 8 depots on each route open so i could see if there was a build up of trains waiting for an empty platform.

My original idea serviced 30 trains! once every third year a train had to wait at he entrance signal and there was at most 4 trains in the depots at any time!

Did a modified version with a presignal bypass staion that serviced 30 trains without a train EVER having to wait at the Entrance signal! not a jam or even the slightest kink at the stations for 10 years 8) at the most there was 3 trains waiting in the escape depots at any time during the 10 year period.

then made a duplicate of your station and added another two platforms and started adding trains. At about 20 trains your design started to make jams at the PBS signals. Stopped at 25 trains as most of the time there was 6-7 trains waiting for a free track and another 3 trains was in the depots waiting for a free line! Thats half of the trais not making money at all time, instead of loading, unloading and traveling...

One of the reasons i thought of this stations was to compensate for production changes by making the escape depots as well as forced servicing, there is nothing worse than a busy pickup station with many trains where an industrys production goes down and the trains start jamming the mainlines... with PBS this function is allmost completely lost...

One thing i could not figure out with the PBS version is that there are never more than 3-4 platforms filled while the oldschool version had 6-7 platforms fille all the time?
those are Pre-Post signals, not PBS?
Torben DH wrote:The pics say it al
you arent using PBS, but a system of Pre-Post signals, they work very different then Path Based Signals

on PBS you will have all bays filled as long as your routing towards the station is done correctly
Beul wrote:So conclusion: the bypass idea works, the pbs doesn't (at least for this setup. :p) quite interesting!
it would if you have the right signals placed

Re: Random Screenshots

Posted: 15 Aug 2012 12:07
by Pyoro
I rather like how that town turned out...

Re: Random Screenshots

Posted: 15 Aug 2012 12:57
by Pilot
Wow, that town looks Great!

Re: Random Screenshots

Posted: 15 Aug 2012 15:11
by YNM
@ Beul and Torben DH : I think we should put another Path signal near the depot.... PBS version makes lower output due to trains can't wait in front of the depots, and so lower output. Try to put some more in the inlet to depots.

Re: Random Screenshots

Posted: 15 Aug 2012 17:35
by Supercheese
Pyoro wrote:I rather like how that town turned out...
As do I. :)

Re: Random Screenshots

Posted: 17 Aug 2012 18:44
by Pyoro
Thanks, I'll make sure the Rosenfeld city council hears of your kind words ;)

Spend the day trying to compile OTTD. Worked surprisingly well ... and hopefully reduces victims of deadly level crossings to a more reasonable amount.